Contents

Installation of 3ds Max plugin

To developing models for the dagor Engine, it currently requires Autodesk 3d studio Max 2011 32 and 64 bit onwards (there are also tools for
versions Max2009, Max2012, Max7, Max9, but these are not actively supported).
To install, the file from your installed copy of 3ds Max should be written into the plugin.ini, the way to the installed WarThunderCDK
and the plugin
For example
[Directories]
Dagor Engine Plugin = C:\WarThunder\WarThunderCDK\dagor3_cdk\plugin3dsMax\Max2011
Your 3ds max is now ready for work

Work with the model view component AssetViewer

Model view component AssetViewer (which also performs functions of separate assets editor and game resources building-instrument) has an
apparent enough interface. The asset list shows not those files the game resources are assembled of, but the game resources themselves. The
AssetViewer can also use contiguous resources in the game.
Necessary information.
All texture converting and model building parameters are placed in the .folder.blk files or, for each particular resource type, in
<asset_name>.<asset_type>.blk.
The .folder.blk files have a simple enough format and description rules, but these rules will be set forth in a separate article.
Controls are very simple in the AssetViewer - by pressing "space", you switch to the flight mode (WASD+mouse), and by repeated pressing of the
same key, you return to the standard way of camera control.
The menu contains the option "build resources" - it's a possibility to assemble game resource packs for testing (more details in a separate article).

Microdetails

Nothing will appear to change for you when creating new objects or viewing the old ones (except for microdetails) in the latest version of War Thunder CDK. However, when you try to open or create an object with microdetails, it will not be displayed correctly since the latter are not yet connected to your AssetViewer.